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A Functional Perspective on Narrative in Computer Games - Wolf Maul

A Functional Perspective on Narrative in Computer Games - Wolf Maul

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envir<strong>on</strong>ment is similar to that of role-play<strong>in</strong>g games (social gather<strong>in</strong>gs where the player enacts<br />

a character with<strong>in</strong> an imag<strong>in</strong>ed world moderated by the dunge<strong>on</strong> master or game manager).<br />

In his book Shared Fantasy (1983) Gary F<strong>in</strong>e uses social theory to describe games as<br />

<strong>in</strong>teracti<strong>on</strong>s with<strong>in</strong> a bounded set of social c<strong>on</strong>venti<strong>on</strong>s. F<strong>in</strong>e – currently at Northwestern<br />

University – has written, c<strong>on</strong>tributed to, and edited a number of books <strong>on</strong> social psychology<br />

and social theory. He adapts the c<strong>on</strong>cept of frame analysis, as outl<strong>in</strong>ed by Erv<strong>in</strong>g Goffman, to<br />

describe how different percepti<strong>on</strong> frames, or c<strong>on</strong>cepts of self, are experienced by the player<br />

dur<strong>in</strong>g the course of game play. F<strong>in</strong>e discusses the relati<strong>on</strong>ship between player identities, as<br />

well as the stability of the frames, as based <strong>on</strong> the level of engrossment, and I found his model<br />

well suited as a framework for describ<strong>in</strong>g percepti<strong>on</strong>s of game play.<br />

Percepti<strong>on</strong> frames describe the player’s perspectives <strong>on</strong> a game dur<strong>in</strong>g play. As such they<br />

are subjective and variable, adapt<strong>in</strong>g to shift<strong>in</strong>g c<strong>on</strong>texts and to changes with<strong>in</strong> the player.<br />

Frames are a way for the player to sort and organize <strong>in</strong>formati<strong>on</strong> about the current<br />

circumstances, provid<strong>in</strong>g cues about how to act or resp<strong>on</strong>d. Just as people may see themselves<br />

differently, and act accord<strong>in</strong>gly, <strong>in</strong> resp<strong>on</strong>se to a variety of situati<strong>on</strong>s <strong>in</strong> day-to-day life, players<br />

can adjust to accommodate a number of different roles dur<strong>in</strong>g game play, either switch<strong>in</strong>g<br />

between perspectives or exist<strong>in</strong>g <strong>in</strong> them simultaneously.<br />

There are three frame-sets that describe the player experience: the pers<strong>on</strong>/world frame, the<br />

player/game frame, and the player-character/ficti<strong>on</strong> frame. These categories corresp<strong>on</strong>d to the<br />

three frames that F<strong>in</strong>e observed and describes <strong>in</strong> role-play<strong>in</strong>g games.<br />

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